I like this idea and hope they actually have it when the update comes out.
That looks just about rendered in-engine, so it's very likely it will be
I like this idea and hope they actually have it when the update comes out.
That looks just about rendered in-engine, so it's very likely it will be
"I'm not making you anything until ________ (pick a minor faction) in __________ system (pick a random system) is finally in power. When they are you can buy ____________ (super rare metal that only becomes available if said faction is in power) and bring it to me so that I can make your augmentations."
That could be pretty damn interesting because it suddenly gives you a reason to care about who's in power in _______ (RNG system selected by the persistent NPC and probably different from the system anyone else is assigned to influence) and encourages you to do a wide array of activities to get them in power. Deliveries, assassinations, donations, crime sweeps, even tipping the balance in a civil war Conflict Zone. And your reward for helping that random system faction? An Engineer just might make you a fancy new pink pulse laser. SOLD.
Man, i'm jelly, should of been part of this as well. Hopefully there is another expedition sometime this winter/next year.
I doubt it
if the 50 mil weekly salary and power-specific weapons and primastic shields dont cut it for me now, rainbow lasers aint exactly gonna make me give up my FREE ROAM accross the galaxy
i wonder what the waiting line will be like with a finite number of "engineers" and thousands of commanders?
Part of me wishes they would force people to play in open instead of ducking out for certain things, but at the same time, some things are a complete pain in the ass in open and solo and private absolutely need to stay around.Average # of commanders in one instance minus number of landing pads of the engineer's facility. That's the worst what you can expect to regularily encounter. Not accounting for the possibility of engineers providing no compelling equipment and being therefore possibly not as popular.
Seriously though, no shame on switching to solo for getting into a facility if it should turn out that things get crowded in open.
On another note, I've tried out the Planet Coaster alpha. That game has a whole lot of promise. Would love to have the modular building tools available to build my own Asteroid base in Elite - no matter which value that might have for the game mechanic.
I noticed that "Ploster" has a unified Frontier Launcher that also includes Elite as second game. Is that new?
Part of me wishes they would force people to play in open instead of ducking out for certain things, but at the same time, some things are a complete pain in the ass in open and solo and private absolutely need to stay around.
That's a huge red flag right there, I'm afraid. You don't force players to use game mechanics they don't want to that have no benefits to them. You can promote it, but putting any pressure or obligation behind it will have the absolute opposite effect - players using that game mechanic less. Which may simply mean they won't play the game anymore.
I find the jealous obsession of "getting people into open" or "locking players into their mode" in some parts of Elite's communtiy pretty sad. Especially when it's coming from PvP oriented players. Why would people who enjoy some quiet trading, want to join "Open" for the "benefit" of having the chance to be shot on sight by people in combat ships against whom they cand even hope to defend themselves? Some traders may enjoy that, but those who don't won't enjoy it any more when they're forced to change a mode against their will.
To some extend, I would even blame the game for this reluctance of players to join "Open". The means of interaction between players are more or less limited to shooting each other, dropping and gobbling up homoeopathic doses of cargo for each other (with pretty much the only application being role play or giving noobs a leg-up), and shooting each other some more. Forming Wings so traders have an escort is pretty much gimped by the discrepancy between jump ranges of trading and pure combat ships.
Players who are effectively defenseless, but have highly valuable ships full of cargo to lose, whereas their attackers might have cheap combat vessels in comparison don't join the Open PvP environment as much? Well, color me surprised!
How about implementing meaningful means of player to player interaction beside shooting each other or running from attackers (building ship bridges for SRVs is not what I would call meaningful btw.) instead of wasting energy on forcing players to go into or stay in "Open"?
So man, the Distant Worlds Expedition is now on the last leg of the voyage, we are making the trek across the outer rim to Beagle Point, one of the farthest systems in our galaxy from Sol:
I'm trying to get there tonight, but it's fully 10,000ly's out from Waypoint 22, and the star density is getting thinner and thinner....
This expedition has reached EVE levels for me. I really like reading about it and seeing you guys do your thing but can't imagine ever taking part of it personally. Which is a fucking shame. If exploration got some major love I'd be out there in a second.
Pff, I love grinding for resources and finding the exact same life pods and caches on each and every planet. It really makes exploration exciting and worthwhile.
Black holes and planets with unique features that you find far out from civilization are pretty cool though.I really want to get back into the game with a VR unit but there's no way I'm going to be an early adopter.
Pff, I love grinding for resources and finding the exact same life pods and caches on each and every planet. It really makes exploration exciting and worthwhile.
Please, it hurts.
But pointing and scanning is such a good mechanic, it's riveting and gives you a reason to get close to and land on planets.
I'll stop here, it's making me doubt other games like No Man's Sky now
Please, it hurts.
Have any of you explorers scanned systems in a nebula that hasn't already been scanned? That's something I noticed while out there, all of the cool looking nebulas seemed to already be tagged.
They can't predict how long a player will be in the hangar or in the outpost and for what purpose. To those players, being taken from the instance while they've been sitting there, possibly chatting with some other players in the station would impact their game's consistency far more negatively than a simple mode switch would impact those who want to dock, but can't due to a full station. I don't see a more elegant solution for this issue. Other than possibly putting players entering normal flight at a station into new instances, if the existing ones are nearly full. That would only be technically possible if they have the capability to request such specific information from existing instances. If the backend doesn't keep track of these information constantly (it just might not, because that's based on "heuristics" and very specific in game information), requesting that to make an instancing decision may result in overly long loading transitions.Don't get me wrong here, I know why forcing people into Open is a terrible idea, but sometimes there are reasons I would want it. Probably most of them is because of how the game is not as well designed. The way it is now, it just feels "cheap" (for lack of a better word) because people just game the system of re-instancing between solo and open play. Example? Landing on an outpost. You are in open and you get to one and get that "Docking request denied" because it's full. You sit there for a minute, no one is leaving. So of course you just log out and then go back in and solo and then boom, there's space. Why don't they have it in open where any time a ship hits "Enter hangar" their ship disappears and is no longer occupying a slot on the outpost? It would cut down on a lot of frustration, especially in outposts that are popular. There are a decent amount of people that want to play in Open, but then have to switch because of stuff like that.
Are you doing Robigo runs and run out of smuggling missions? Just switch from Solo to open or vice versa depending on which you were in. I just don't like these dumb things that pretty much require gaming the system in a way like that.
I really wish they would change things where re-instancing isn't such a necessity, but I don't see that ever happening. I think it's really stupid that even in a Hazardous RES, you have to re-instance until you get the spawn table you want, when you have the possibility of getting Eagles, Asps, Couriers, and Vipers or straight up Clippers, Anacondas, Pythons, Dropships, Gunships, Assault Ships, etc. It should always be the latter for what should be the most difficult RES. The Eagles, Asp, Couriers, and Vipers don't have any noticeably smarter AI in Hazardous RES.
Apart from making the underlying mechanic possibly more challenging and compelling (that's just one possible idea), could you describe some concrete changes and additions that would make exploration compelling to you, rather than the point'n'scan we currently have? As I said in that post, I have a hard time coming up with things we can realistally expect to improve exploration
If exploration got some major love I'd be out there in a second.
Apart from making the underlying mechanic possibly more challenging and compelling (that's just one possible idea), could you describe some concrete changes and additions that would make exploration compelling to you, rather than the point'n'scan we currently have? As I said in that post, I have a hard time coming up with things we can realistally expect to improve exploration.
Burny said:With luck, you'll find one or two planets in a Nebula that haven't been scanned. There being few if any of those just shows to me how POIs attract more attention than the "ordinary" void.
Agree, that's a moronic mechanic.
Some people would like "solo hero campaign" model in Elite. I guess something better than what we have currently is in the works, but I predict it won't be enough for some.
Elite #2, down.
3rd and final Elite will likely be CQC. Hoping the VR influx will add more CQC players to beat up on.
~$4 billion in cash & assets? Something like that.
DV aka Uncle Scrooge aka Grampa Moneybags aka The Liege
Also, for some reason the game deleted my $17 million bounty. I guess it fell off after a period of not reviving its dormant state. I'm pretty salty about that as I was hoping to let a new GAFer kill me for a nice payday. I guess I'll have to do another gold drop give-away instead. Which is fine too.
Yea it does. I think I hit Elite right around 10,500 ship kills. That was my first Elite rank, which I got in maybe September. Trade secured yesterday.Holy shit, congrats. I'm Deadly 6% in Combat, it takes forever to make that thing go up.
I am so far behind the Distant Worlds fleet. I missed almost a full month of playing due to real life.
I don't think it's possible for me to catch up at this point.
Of all those things, surface samples and "science modules" are probably the most realistic thing you could expect in the near future if they were to start implementing them now. Labs, beacons etc. all require some form of player build structures, which the game incidentally doesn't have and which would be most likely major season material in terms of complexity. Those features are in the same vein as building your own base.Surface samples, logs from past explorers that lead to something, modules of testing equipment, maybe even inflatable labs in orbit or on surface. Giving the explorer a reason to go down to the surface and even return with some artifact or sample etc. I'd also include some sort of beacon relay system as a utility slot where you can deploy a bunch of mini satellites or beacons between X amount of LY for a connection back to a station to turn in research etc.
The burden of implementing game features isn't. The "burden" of saying what you actually want in a useful manner is however. Exploration isn't a game crashing bug, asking for it to be improved can mean absolutely everything unless you specify it any further.The burden isn't on us to make the game more compelling for them. Anyone on that team can come up with SOMETHING better than what's there.
The latter would probably require the former, wouldn't it? Those seem like realistic features, but whoever doesn't like exploration now wouldn't like it all that much more if there were missions asking to find the 100th lost ship or to scan two black holes. It would be nice for those who already enjoy exploring.There are two things they could add to the game to really improve exploration quickly:
1. add exploration missions
2. add exploration focused POI's on planet surfaces in deep space, things to scan and cargo to pick up, stuff that would be super valuable to incentivize exploration more
Weren't they already kicking around the idea of inflatable bases or storage somewhere? You don't need base building mechanics etc.Of all those things, surface samples and "science modules" are probably the most realistic thing you could expect in the near future if they were to start implementing them now. Labs, beacons etc. all require some form of player build structures, which the game incidentally doesn't have and which would be most likely major season material in terms of complexity. Those features are in the same vein as building your own base.
The thing is we already have. The DDF and a long list of threads and posts have already done so. Not sure why you keep insisting we need to continue pushing, it's on Frontier to actually listen and implement. The need and requests have been there for over a year now.The burden of implementing game features isn't. The "burden" of saying what you actually want in a useful manner is however. Exploration isn't a game crashing bug, asking for it to be improved can mean absolutely everything unless you specify it any further.
In the context of crafted equipment iirc. That could just mean you have a location bound inventory in existing stations. Player placed labs/satellites/bases are a much more complex topic.Weren't they already kicking around the idea of inflatable bases or storage somewhere? You don't need base building mechanics etc.
Does anyone happen to know of a system that has Bulkheads for the FDL in stock? I've been pretty far across the bubble and have yet to find out.
Have you tried to find them here?
ED-themed HOTAS?
That analog stick on the throttle is a huge improvement to the X55. Now that I have one on my throttle, I don't know how I went without it.
Seems to be the new X-56, their page even lists ED twice under supported games...
http://www.saitek.com/uk/prod/x56.html